Colour
Color ramp, blend modes, HSV, colour correction.
Generated from the node library. Socket types: number (grey circle), colour (yellow circle), vector (purple diamond). Any output can feed any input; when the types differ, pick a conversion on the input (right-click it). See how nodes connect.
Hue shift
Rotates the colours around the colour wheel.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.8 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| turns | 0 | -1..1 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Hue shift (input Colour) → Output > Base color.
Saturation
0 = grey, 1 = unchanged, above 1 = more vivid.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.8 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| amount | 1 | 0..3 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Saturation (input Colour) → Output > Base color.
Contrast
Pushes values away from mid grey.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| amount | 1 | 0..3 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Contrast (input Colour) → Output > Base color.
Brightness
Multiplies the colour.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| scale | 1 | 0..10 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Brightness (input Colour) → Output > Base color.
Gradient
Blends two colours by a 0..1 position.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Position | vector | 0.5 |
| From | colour | 0.05, 0.1, 0.3 |
| To | colour | 0.9, 0.6, 0.2 |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Texture coordinate (World) → Mapping (scale 4) → Gradient (input Position) → Color ramp → Output > Base color.
To grey
Converts a colour to its brightness.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → To grey (input Colour) → Output > Base color.
Overlay
Overlay blend: multiplies darks and screens lights.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Base | number | 0.5 |
| Blend | number | 0.5 |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Noise texture (Factor) → Overlay (input Base) → Mix colour (Factor).
Screen blend
Screen blend: always lightens.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Base | number | 0.5 |
| Blend | number | 0.5 |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Noise texture (Factor) → Screen blend (input Base) → Mix colour (Factor).
Colourize
Tints the brightness of a colour with another colour.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Value | number | 0.5 |
| Tint | colour | 1.0, 0.7, 0.4 |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Noise texture (Factor) → Colourize (input Value) → Mix colour (Factor).
Ramp 3 colours
Maps 0..1 to a three-colour gradient.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Position | vector | 0.5 |
| Low | colour | 0.02, 0.03, 0.15 |
| Middle | colour | 0.8, 0.2, 0.3 |
| High | colour | 1.0, 0.9, 0.4 |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Texture coordinate (World) → Mapping (scale 4) → Ramp 3 colours (input Position) → Color ramp → Output > Base color.
Gamma
Gamma correction.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| gamma | 2.2 | 0.1..5 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Gamma (input Colour) → Output > Base color.
Exposure
Brightens or darkens by photographic stops.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| stops | 0 | -8..8 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Exposure (input Colour) → Output > Base color.
Levels
Sets the black and white points.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| black | 0 | 0..1 | - |
| white | 1 | 0..2 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Levels (input Colour) → Output > Base color.
Threshold
Black and white by a brightness threshold.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| level | 0.5 | 0..1 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Threshold (input Colour) → Output > Base color.
Tone map
Filmic (ACES) tone mapping of HDR colour.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Tone map (input Colour) → Output > Base color.
Color ramp
Maps 0..1 to a gradient of four colour stops placed at four positions.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Position | vector | 0.5 |
| Stop 1 | colour | 0.02, 0.02, 0.05 |
| Stop 2 | colour | 0.7, 0.15, 0.1 |
| Stop 3 | colour | 1.0, 0.7, 0.2 |
| Stop 4 | colour | 1.0, 1.0, 0.9 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| position 1 | 0 | 0..1 | - |
| position 2 | 0.33 | 0..1 | - |
| position 3 | 0.66 | 0..1 | - |
| position 4 | 1 | 0..1 | - |
| interpolation | 0 | 0..2 | 0 Linear, 1 Constant, 2 Ease |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| Alpha | number |
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Texture coordinate (World) → Mapping (scale 4) → Color ramp (input Position) → Color ramp → Output > Base color.
Blend colours
Photoshop-style blend modes: 0 mix, 1 multiply, 2 screen, 3 overlay, 4 add, 5 subtract, 6 difference, 7 darken, 8 lighten, 9 soft light, 10 dodge, 11 burn, 12 hard light.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| A | number | 0.5 |
| B | number | 0.5 |
| Factor | number | 1.0 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| mode | 0 | 0..12 | - |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Noise texture (Factor) → Blend colours (input A) → Mix colour (Factor).
HSV adjust
Shifts hue and scales saturation and brightness.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| hue shift | 0 | -0.5..0.5 | - |
| saturation | 1 | 0..3 | - |
| value | 1 | 0..3 | - |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → HSV adjust (input Colour) → Output > Base color.
HSV to RGB
Builds a colour from hue, saturation and value.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Hue | number | 0.0 |
| Saturation | number | 1.0 |
| Value | number | 1.0 |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Noise texture (Factor) → HSV to RGB (input Hue) → Mix colour (Factor).
RGB to HSV
Splits a colour into hue (red), saturation (green), value (blue).
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → RGB to HSV (input Colour) → Output > Base color.
Lift gamma gain
Classic three-way colour correction.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| lift | 0 | -0.5..0.5 | - |
| gamma | 1 | 0.1..4 | - |
| gain | 1 | 0..4 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Lift gamma gain (input Colour) → Output > Base color.
Colour temperature
Warm (orange) or cool (blue) tint.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| warmth | 0 | -1..1 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Colour temperature (input Colour) → Output > Base color.
Colour key
White where the colour is close to the key colour.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| colour | 1.00, 0.00, 0.00 | 0..1 | - |
| tolerance | 0.3 | 0..1.75 | - |
| softness | 0.1 | 0..1 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Colour key (input Colour) → Output > Base color.
S-curve
Contrast curve that keeps black and white fixed.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Value | number | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| amount | 0.7 | 0.05..0.95 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Noise texture (Factor) → S-curve (input Value) → Mix colour (Factor).
Bias curve
Bends mid-tones towards dark or light.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Value | number | 0.5 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| bias | 0.5 | 0.01..0.99 | - |
Output: colour
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Noise texture (Factor) → Bias curve (input Value) → Mix colour (Factor).
Mix colour
Blends A and B with a mode (mix, multiply, overlay, screen...) by a factor.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Factor | number | 0.5 |
| A | number | 0.2 |
| B | number | 0.8 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| blend mode | 0 | 0..12 | 0 Mix, 1 Multiply, 2 Screen, 3 Overlay, 4 Add, 5 Subtract, 6 Difference, 7 Darken, 8 Lighten, 9 Soft light, 10 Colour dodge, 11 Colour burn, 12 Hard light |
| clamp result | 0 | 0..1 | 0 Off, 1 Clamp 0..1 |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Noise texture (Factor) → Mix colour (input Factor) → Mix colour (Factor).
Hue saturation value
Shifts hue and scales saturation and brightness.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.8, 0.4, 0.2 |
| Hue | number | 0.5 |
| Saturation | number | 1.0 |
| Value | number | 1.0 |
| Factor | number | 1.0 |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Hue saturation value (input Colour) → Output > Base color.
Invert
Inverts a colour by a factor.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.8 |
| Factor | number | 1.0 |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Invert (input Colour) → Output > Base color.
RGB curves
Tone curve for colours through five points.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
| Factor | number | 1.0 |
Parameters (on the node or in the Inspector)
| Parameter | Default | Range | Choices |
|---|---|---|---|
| y at 0 | 0 | -1..2 | - |
| y at 0.25 | 0.22 | -1..2 | - |
| y at 0.5 | 0.5 | -1..2 | - |
| y at 0.75 | 0.78 | -1..2 | - |
| y at 1 | 1 | -1..2 | - |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → RGB curves (input Colour) → Output > Base color.
Bright contrast
Brightness and contrast as inputs.
Works in: material, object shader, camera effect
Inputs
| Input | Type | When not connected |
|---|---|---|
| Colour | colour | 0.5 |
| Bright | number | 0.0 |
| Contrast | number | 0.0 |
Outputs
| Output | Type |
|---|---|
| Colour | colour |
| R | number |
| G | number |
| B | number |
| Luma | number |
Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.
Example: Image texture (Colour) → Bright contrast (input Colour) → Output > Base color.